8. KAMPFGRUPPE PEIPER CAMPAIGN GAMES

KGP Campaign Games  Rule section #8.6 (RePh)

8.1 INTRODUCTION: The KGP Campaign Games offers two or more players a series of interrelated scenarios dealing with the advance and subsequent entrapment of Kampfgruppe Peiper in the Stoumont-Cheneux-La Gleize area of Belgium during the German "Ardennes Offensive" of December 1944. Using this system, a variable number of scenarios are played, each simulating a part of the actual battle occurring on those days of the campaign. Up to three scenarios may be played per "day" per Map Group (see the 8.2 definition of "CG Date").

8.11 BETWEEN SCENARIOS: Between Campaign Game (CG) scenarios, players make use of a special CG phase called the Refit Phase (RePh) wherein each side takes stock of what has happened and prepares for further combat in the next CG scenario. In the RePh, Reinforcement Groups (RG) in the form of infantry/Vehicle/gun sections/platoons and OBA modules - to name a few - may be purchased through the expenditure of Campaign Purchase Points (CPP).

8.12 CASUALTIES: Casualties suffered in a CG scenario, as well as those suffered in the ensuing RePh through CG-Scenario End (defined in 8.2), should be recorded on the ASL Scenario Aid Card (Chapter E divider) since amassed Casualty VP (A26.2) totals are used to determine certain RePh DRM (e.g., 8.6113).

8.13 TEAM PLAY: Each CG herein (8.51-.53) is easily adapted - indeed, recommended - for team play, with each player commanding certain unit types (e.g., one player controlling all the armor, and another all the Infantry, on their side). In addition, U.S. units may be easily apportioned according to their Entry Code color (8.6197). If desired, an overall commander may determine which RG his subordinate players will receive, assigning each to the one who requires it most.

8.14 CG ROSTER & RG PURCHASE RECORD: The enclosed printed copies of the KGP "CG Roster" and "RG Purchase Record" should be photocopied and used by players to record important CG information. See RePh steps 8.617-.619, 8.6032-.33 and 8.622 for most information on updating the CG Roster. See 8.6198 for specifics on the RG Purchase Record.

8.15 CHAPTER P DIVIDER: The Chapter P divider provides an offboard Holding Box for each mapboard Entry Area, for both available reinforcements and already-exited units/Equipment that are Retained for the next scenario. Units/Equipment eligible to enter play should be kept in the top (unshaded), and Retained exited units/Equipment in the lower (shaded), portion of the box. Since reinforcements (and even Retained units) for each side can be kept secret, it is suggested that players make two photocopies of this divider so that each side has one on which to keep its forces out of the opposing side's view.

8.2 DEFINITIONS & ABBREVIATIONS: The following glossary explains abbreviations and important terms used in the KGP Campaign Game system.

CG: Campaign Game.

CG Date: Each CG Date consists of the calendar date plus an AM, PM or Night reference (e.g., "19 AM"). One CG scenario may be played per Map Group per CG Date - hence up to three CG scenarios may be played per Map Group per calendar day: one in the morning (AM), one in the afternoon/early-evening (PM), and one at night (N).

CG End: The CG-Scenario End (see definition below) that occurs on the final CG Date listed in 8.51-.53 (and on the CG Roster) for that CG - or, if one side concedes CG victory, the CG-Scenario End that occurs at the conclusion of the final CG scenario played in that CG - is also the CG End (i.e., is the end of the CG).

CG-LVP Total: The LVP value calculated by adding the side's Current-LVP Total (see definition below) to that side's CG-LVP Total from the preceding CG Date (if any); see 8.6033

CG Roster: The sheet used to record information for each CG Date. During the RePh, one line is filled out for each CG Date. Players are urged to photocopy the one provided herein.

CG-Scenario End: Occurs when both the CG scenario being played and the ensuing RePh step 8.6031 have been completed.

CPP (Campaign Purchase Points): Used for purchasing RG in RePh step 8.619

Current-LVP Total: The LVP value of all LVP Locations currently Controlled by the side.

Depleted: A German RG received at < Full Strength (see definition below).

Eligible: The status of an Entry Area enabling its use by a side for entry (and numerous other) purposes; see SSR CG6c (8.4).

Eliminated: Units/Equipment/Fortifications/RG "Eliminated" in a CG are removed from that side's OB (i.e., are not Retained). A vehicle/(Burnt-Out)-Wreck that is Eliminated while on-map is removed from the map.

Enterable: A hex/Location that the unit in question could enter (disregarding its occupation by a Fortification/enemy-unit) during a hypothetical MPh/APh. If defined in relation to a Setup/Entry Area (or to a "path" of hexes drawn to/from/between such), the hex/Location must be Enterable along that "path". Neither a terrain-Blaze hex nor a river Location is not Enterable.

Entry Area: Each map-edge hex that contains a large arrow with a blue/red/green/gray background color, plus each edge-hex within four hexes of that hex, plus the Holding Box (see definition below) of that Entry Area. The nationality symbol(s) in the arrow indicate(s) if the Entry Area is U.S./German. See also SSR CG6 (8.4).

Equipment: Any SW/Gun/Vehicle/Daisy-Chain that can be part of a side's OB. Any counter that can be Portaged/driven/Manhandled about on the map.

Escape: The RePh process by which a unit attempts to exit an Isolated Location, No Man's Land, an enemy Setup Area, or Uncontrolled Territory that it cannot remain in, to a friendly Setup Area or Eligible Entry Area; 8.606.

FPP (Fortification Purchase Points): Used to purchase Fortifications in RePh step 8.621.

Front-Line Hex: A Setup-Area hex that shares ≥ one hexside with ≥ one hex of an enemy-Setup-Area/No-Man's-land/Uncontrolled-Territory hex.

Full Strength: A RG received in toto. (U.S. RG are always received at Full Strength, while some German RG may be Depleted; see 8.6193 & 8.6201.)

Holding Box: The off-map (see 8.15) portion of an Entry Area. It is used for holding all units/Equipment that are Retained in (including those that Shift/Escape/Exit to), as well as those that will enter play as reinforcements via, that Entry Area. Each Holding Box contains (from top to bottom) the hex coordinate of that Entry Area's center (arrow) hex, the name of the Entry Area, the name(s) of the formation(s) that entered there historically, the CG Date on which the Entry Area becomes Eligible, an unshaded portion for the placement of reinforcements, and a shaded portion for exited units/Equipment. See also 8.15.

Idle Date: A CG Date in which both sides have picked an Idle chit (meaning that no scenario is played); 8.6232.

InitiaL Scenario: The first scenario of a CG (see 8.51-.53). A CG's Initial Scenario gives each side's setup/entry restrictions, Initial-Scenario Victory Conditions, starting OB (including certain predetermined RG and a pool of CPP to spend on additional RG), and SSR applicable only to that Initial Scenario. Each RG not available for use in an Initial Scenario is marked by a "‡" next to the number in that CG's "CG Maximum" column of the side's RG Chart.

Isolated: A unit/Weapon in a friendly Setup-Area Location from which it cannot trace a path of contiguous, Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to an Eligible Entry Area (or, for Germans on the "Lg" Map Group, to a designated "HQ hex"); see 8.6052. A Location/hex/Setup-Area is considered Isolated if an Infantry MMC would be Isolated upon being set up therein. See also SSR CG17 (8.4), 8.6057 and 8.6241.

KGP: Of, or pertaining to, the Kampfgruppe Peiper Historical ASL Modules.

LVP (Location Victory Point): Each KGP Map Group has several hexes marked with a red dot that contains a white number. This number corresponds to the VP value of each playable Location of that feature. For example, each existing non-rooftop/cellar Location (even if rubbled) of a building so marked is worth a number of LVP equal to the number in that red dot, even if that particular hex of the building does not contain the dot. Rubble falling from an LVP building (B24.12-.121) is worth no LVP itself, and has no effect on the LVP value (if any) of the Location it falls into [EXC: whenever the rubbling of a LVP building/bridge reduces the number of its playable Locations, its total LVP value is correspondingly reduced]. See also the definitions of Current-LVP Total and CG-LVP Total.

EX: If all ten Locations of the St. Edouard sanatorium building (StAA15) are still non-rubbled and Controlled by one side at CG-Scenario End, they are worth 20 LVP to that side, since each such Location is worth two LVP. If, however, two ground-level Locations of the sanatorium have been rubbled, the building's LVP value is only 16 (two LVP for each of its eight existing, playable building/rubble Locations).

Map Group: Each Map Group11 comprises two Map Sections [EXC: the "Ch" Map Group (used in CGII) contains only one Map Section]; see SSR KGP1. The "Ch" and "Lg" Map Groups will be contained in KGPII.

Map Section: One of the five KGP mapsheets. The five Map Sections included in the KGP modules are organized into three Map Groups.

No Man's Land: A non-Strategic Location within two hexes of both friendly- and enemy-Controlled Strategic Locations; 8.6051.

OB (Order of Battle): All units, Equipment, Fortifications and RG of a side that are eligible to participate in the next CG scenario.

Objective Hex: Each initial-OB-given or purchased RG whose ID on a Reinforcement Group Chart begins with an "I" or "HW" allows the owning side to secretly designate an Objective Hex during RePh step 8.6198. An Objective Hex remains a potential Strategic Location even if not revealed on the CG Date it was designated. As soon as (but never before) such an Objective Hex is Controlled (as per A26.11-.12; even if during setup) by Infantry of the designating side, its identity must immediately be revealed to the opponent and it becomes a permanent Strategic Location. Once revealed, use a Control marker of the Controlling side to mark the hex. When designated, such a hex cannot already be a Strategic Location and must have at least one of the following attributes:

Pltn (Platoon): A CG RG organization type.

RePh (Refit Phase): The series of steps performed after each CG scenario. All Chapter P rules beginning with "8.6" are KGP CG RePh rules/steps. See also 8.6.

Reserve: German "I", "V" and "HW" type RG purchased on the same CG Date as the CG scenario being played must be set up in Reserve status (SSR CG7a; 8.4) [EXC: as per Initial-Scenario SSR, or if purchased at extra CPP Cost for Standard On-Map Setup (8.6194a)].

Retained: All units, Equipment and RG in a side's OB that are available for setup/entry in the next CG scenario; i.e., all Initial-Scenario OB-given/purchased units/Equipment (or all units/Equipment remaining available from the previous scenario of the CG), and all RG purchased since the previous (if any) scenario of the CG. In KGP, such a unit/Equipment is required either to be set up in the Setup Area it was Retained in (8.6055; 8.6061) or to enter at an Eligible Entry Area (SSR CG6; 8.4) if Retained off-map; e.g., a unit ending a CG scenario in friendly Setup Area "X" must begin the next CG scenario in that same Setup Area [EXC: if Shifted to another Setup/Entry Area; 8.613].

RG (Reinforcement Group): Usually a number of units/Equipment purchased, as a group, for use in the CG as additions to a side's OB. Also includes FPP, Air Support, SAN increase, Bombardment, OBA, and Pre-Registered-hex capability.

RG Purchase Record: The sheet used to record the units-in/information-for each CG RG type (see 8.6198). One line is filled out for each RG purchased. Players are urged to photocopy the one provided herein.

Sect (Section): A CG RG organization type.

Setup Area: Each Strategic Location Controlled by a side, plus each non-Strategic-Location hex that is within two hexes of such a Strategic Location but not within two hexes of an enemy-Controlled Strategic Location (i.e., not a No-Man's-Land hex; 8.6051). Each such non-Strategic-Location hex must also be Enterable by Infantry from ≥ one Strategic Location of that Setup Area. Friendly Setup Areas that touch/overlap are treated as a single Setup Area. For an Initial Scenario, see also 8.5.

Shift: The RePh process by which a Retained unit attempts to exit its current Setup/Entry Area to another friendly Setup Area or Eligible Entry Area; 8.613.

Strategic Location: Each building/rubble/bridge/entrenchment Location, each Objective Hex, and each Location that is occupied by a non-Abandoned Immobile vehicle with functioning MA of ≥ 20mm (or functioning FT MA) and/or by an unhooked non-malfunctioned Gun, is a Strategic Location [EXC: an Objective Hex not yet occupied by the designating side; see Objective Hex definition above]. Q&A

Strength: A Pltn/Sect RG is received at Full - or, if German, possibly at Depleted Strength (8.6193).

Uncontrolled Territory: All non-No-Man's-Land hexes that are part of no Setup Area; i.e., that are > two hexes from all Controlled Strategic-Location hexes (8.6053).

Weapon: Any SW/Gun/Vehicular-armament/Daisy-Chain using the IFT/TH table(s) to cause damage to the opponent.

8.3 THE CG SCENARIOS: The parameters of the Initial Scenario for each CG are given in 8.51-.53. Additional scenarios for that CG (and the Victory Conditions for each) are generated in a special between-CG-scenario sequence called the Refit Phase (RePh); 8.6. The CG continues until the specific CG Victory Conditions are fulfilled by one side (if applicable) or the completion of the last CG Date of that CG, whichever occurs first. Each side's initial Setup Area(s) for a non-Initial CG scenario is determined by the Strategic Locations Controlled by both sides at the previous CG-Scenario End.

8.31 CG BALANCE PROVISIONS: Should each player wish to play the same side (A26.5), the following Balance is used throughout each CG:

Sm_Ger_Symbol The German Secret DR of 8.616 is halved (FRD).
Sm_US_Symbol The U.S. Secret DR of 8.616 is halved (FRD).

8.4 CAMPAIGN GAME SPECIAL RULES: The following CG SSR apply in all KGP CG scenarios and RePh:

CGl. MAPS: Each CG uses its own Map Group; see 8.51-.53 and SSR KGP1.

CG2. KGP SSR: All KGP# SSR (see the Chapter P divider) are in effect except as amended below.

CG3. WEATHER: The historical weather for each CG Date is listed in 8.617. Alternatively, players may agree to use the optional 8.6171 random weather rules.

CG4. ELR/MASSACRE: Each side's printed ELR given in the Initial Scenario (8.51-.53) of each CG is also treated as that side's printed ELR for all subsequent scenarios of that CG [EXC: for non-SS German ELR see SSR KGP11; if a Massacre (A20.4) occurs during any CG scenario/RePh, all effects listed in A20.3-.4 are applicable for the remainder of that CG; the Scenario Defender's ELR at night is one < it would be in daytime].

CG5. CG NIGHT SCENARIO: The NVR of a CG Night scenario is determined using E1.11 and the historical Moon Phase and Cloud Cover given in the 8.617 chart. The side(s) selecting the Attack chit in a night Assault scenario (8.6233) is considered the Scenario Attacker (E1.4; despite usually having units available to set up on-map); a side selecting the Idle chit is the Scenario Defender (E1.2). The Scenario Defender in a CG night Assault (8.6233) scenario has automatic Freedom of Movement (following any enemy attack besides a successful Ambush; E1.21) for his two best non-Reserve leaders. The Scenario Attacker may use normal Cloaking (E1.4-.43) for his Infantry, even if they set up on-map. (German Cloaking counters must be a different color man those used for any Reserves [SSR CG7a; 8.4].) Cloaking counter HIP is NA. On-map Cloaked SW need not be dm. Scenario Defender reinforcements Retained off-map may enter at an Eligible Entry Area only following a RPh reinforcement dr of < the current Game Turn number, or automatically once any Scenario Defender unit has been attacked by other than OBA/Sniper or has seen a Known enemy unit. A reinforcing vehicle with a radio releases other friendly vehicle(s) with radio as per E1.21 [EXC: those in Reserve; SSR CG7b]. See also SSR CG23. Q&A

CG6. ENTRY AREAS: A large arrow denotes the center hex of each nine-hex-wide Entry Area (EX: StGG1; StN56; ChA10). If it is a U.S. Entry Area, the arrow contains a U.S. star and is color-coded to match ≥ one of the colors in the "Entry Code" column (8.6197) of the U.S. RG Chart. If it is a German Entry Area, the arrow is gray and contains a German cross. An arrow that is partly gray and partly a U.S. Entry-Code color indicates a U.S. and German Entry Area.

a) U.S.: A U.S. unit may initially enter only at an Entry Area whose arrow color-code matches at least one colored dot in the Entry Code column (8.6197) for the RG that unit is part of [EXC: if the unit Escaped, or Shifted, to its currently occupied Entry Area (8.6061; 8.613)], and only on/after the CG Date listed on that arrow (SSR CG6c) for the U.S. side [EXC: U.S. Early Entry (8.6194b)], regardless of the hex's current Control.

b) GERMAN: German units generally set up on-map, but may enter at an Eligible Entry Area if Retained in a Holding Box due to exit (SSR CG21), Escape (8.6061), Shift (8.613), or purchase for off-map reinforcement (8.6194a). See also SSR SSR CG6c.

c) ELIGIBILITY: An Entry Area is Eligible to a side if the center (arrow) hex displays that side's nationality symbol and that side's CG Date listed on the arrow is (or antecedes) the current CG Date [EXC: if the U.S. uses Early Entry (8.6194b) in a CG scenario, that Entry Area is considered Eligible for the U.S. side during that scenario - but only for each U.S. RG using Early Entry therein, and for all U.S. units/Equipment exiting (SSR CG21) via, or Escaping (8.606) or Shifting (8.613) to, that Area after Early Entry has been used there]. Furthermore, the center (arrow) hex of a German Entry Area must also be German-Controlled in order for the German to consider it Eligible [EXC: German units/Equipment Retained in an otherwise-Eligible Entry-Area Holding Box at the start of a CG scenario may enter at that Entry Area regardless of who currently Controls its center (arrow) hex]. If the Germans currently have no Eligible Entry Area on the Map Group, all German units/Equipment Retained off-map (including all purchased since the previous CG-Scenario End) may only enter from off-map at a German Entry Area; i.e., none of them may be set up on-map [EXC: on the "Lg" (only) Map Group, they must set up on-map (and in Reserve as per SSR CG7a if "I"-, "V"- or "HW"-type RG)].12 A U.S. Entry Area may be used by the U.S. side regardless of who Controls the center (arrow) hex. See also SSR CG20.

CG7. RG SETUP/ENTRY: Each RG listed in an Initial Scenario's OB is available for on-map setup/entry as specified below. If set up on-map, units/Equipment of a RG must be set up in the friendly Setup Area they are Retained in (or as defined by Initial Scenario setup restrictions). All units/Equipment that set up off-map during the RPh (A2.51) but do not enter during that same Player Turn are returned to the shaded portion of their Entry Area's Holding Box; they forfeit their entry in the present, but are Retained for the next, CG scenario. All units/Equipment of the same RG must initially either be set up in the same Setup Area or enter at any hex(es) of the same Entry Area In addition, certain purchased RG must also set-up/enter as per the following nationality-specific rules:

a) GERMAN RG: Each German RG whose ID (8.6191) on the German RG Chart begins with "I", "V" or "HW" which was purchased on the same CG Date as the CG scenario being played may be set up on-map only if set up in Reserve using the principles of Cloaking (E1.4; see also below) [EXC: if it would set up on the "St" or "Ch" Map Group but the Germans have no Eligible Entry Area thereon; if purchased at extra CPP-cost for Standard On-Map Setup (8.6194a); Initial-Scenario SSR I.2 (8.51)], even when the German is the Scenario Attacker/Defender at night. If unable to be set up in Reserve, such a RG is instead Retained in the unshaded portion of any German-Entry-Area Holding Box of that Map Group and may enter on/after Turn 1 [EXC: as per Initial-Scenario SSR or SSR CG5] as per SSR SSR CG6c; all, some or none (including individual RG units) may enter on each turn. For non-Reserve German RG, see SSR CG15 and 8.6194-.6194a.

For each Reserve RG purchased, the German receives one Reserve Cloaking counter (i.e., a ½" "?" of any unused nationality) for each MMC that will set up as Infantry, plus one for each vehicle, in that RG. Each Reserve RG purchased may (at its owner's option) also automatically include one Reserve Dummy Cloaking counter (usable in a day/night scenario). Each Reserve Cloaking counter may represent a maximum of one vehicle (plus its PRC and towed Gun or trailer) or one Infantry unit/stack (and its possessed Equipment), and must be set up at ground level in a non-isolated, friendly-Setup-Area Location ≥ eight hexes (or, if this is not possible, as far away in hexes as possible) from all U.S. Setup-Area and all U.S. Entry-Area hexes. Reserve Cloaking-counter HIP is NA. The pertinent CA/CE-status information of each Reserve vehicle must be recorded (each Reserve AFV is considered CE unless noted otherwise by the owning player; see also SSR CG10 and SSR KGP8). The Cloaking counter of a Reserve vehicle in Bypass is set up in the hex in the normal manner rather than straddling its hexside, but that hexside and the vehicle's CAFP must be recorded. Reserves cannot Deploy/Recombine, and are ignored for the purposes of Deployment/HIP/"?" limits.

b) RELEASE: During a CG scenario, each Reserve unit/stack must remain Cloaked - and may conduct no action whatsoever - until a Known enemy ground unit is in its LOS within six hexes, or until subjected to an enemy attack (including Bombardment/WP/Sniper) that results in loss of the Cloaked Reserve unit's/stack's concealment, at which time its owner may (or must, if the Reserve Cloaking counter was so attacked or was revealed by Detection as per A12.15) reveal that Reserve Cloaking counter's contents (if any) by placing them on-map unconcealed. In general, the contents (if any) of a Reserve Cloaking counter are considered to not exist until they are revealed. The following apply to Reserve Cloaking counters:

c) U.S. RG: Each U.S. RG whose ID (8.6191) on the U.S. RG Chart begins with "I", "V" or "G" which was purchased on the same CG Date as the CG scenario being played enters on/after Turn 1 as per SSR CG6a [EXC: as per Initial-Scenario SSR, SSR CG5, or 8.6194a] - as do all U.S. units/Equipment Retained off-map in Holding Boxes from the previous CG scenario. All, some or none (including individual RG units) may enter on each allowed turn. U.S. RG cannot be set up in Reserve. For other U.S. RG types, see SSR CG15 and 8.6194-.6194b.

CG8. OPTIONAL VEHICULAR EQUIPMENT: All desired optional armament (e.g., AAMG; bow-mounted FT [U.S. Vehicle Note F]) must be rolled for individually (H1.41). Consult the applicable Vehicle Note(s). If so equipped, no additional CPP cost is assessed. For Schuerzen see SSR KGP14. For Gyrostabilizers see SSR KGP17. Q&A

CG9. WEAPON/CREW REMOVAL: A Retained vehicle may begin (i.e., set-up/enter) a CG scenario with any/all eligible armament Removed (D6.631). A Retained vehicle may begin a CG scenario abandoned. Such a Removed-Weapon/crew counter must begin that CG scenario in the same Setup/Entry Area as the vehicle it came from.

CG10. STATUS MARKERS: During its setup, each side may opt to secretly record the BU, CE, TCA, bogged (SSR KGP8), Immobilized, abandoned, Out-of-Gas, malfunctioned, disabled, and/or Low-Ammo status of its vehicles/Guns in lieu of placing the appropriate marker(s) on them. Place the actual marker(s) when the piece is non-concealed and within 16 hexes of any enemy ground unit that has a LOS to it.

CG11. CONCEALMENT: Each Infantry unit (and its possessed Equipment) setting up in Concealment Terrain may set up concealed, regardless of enemy LOS. Each vehicle may begin concealed if it is set up in Concealment Terrain ≥ six hexes from the nearest enemy Setup-Area Location. Such "?" need not be purchased; i.e., each is placed freely. Otherwise, A12.12 applies in the normal manner. The side setting up first may conceal each eligible unit before the opponent views the setup; likewise, the side setting up second may conceal all eligible units before his opponent views that setup. For purposes of "?" placement, a Location is also considered Concealment Terrain if it is out of the LOS of all opposing Setup Area Locations (including an Initial Scenario's listed setup limits), considering current Mist/NVR visibility limits. "?" purchased in the RePh (8.621) and those received at night (E1.2) are intended mainly for use as Dummies. Q&A

CG12. BORE SIGHTING & GUNS: Bore Sighting is NA [EXC: Eligible SW MG may Bore Sight at night]. A12.34 applies in the normal manner. Each non-vehicular Gun that ended the last CG scenario on-map must be set up within three hexes of the Location in which it ended that scenario [EXC: 81mm MTR; Escape (8.606-.6061); Shift (8.613); if at the start of setup (RePh step 8.624) it is hooked up to a Mobile vehicle; if a CG Idle Date has been generated; instead, it may set up anywhere in its current Setup Area], even if it will be set up (un)hooked. Each Gun in a Setup Area that contains Personnel may be set up (un)hooked/(un)limbered/(non-)dm unless otherwise prohibited.

CG13. GERMAN PF: For each CG scenario, the number of PF initially available to the German side is 1½ times the number of non-Reserve German squads set up on-map. During play, whenever ≥ one squad is released from Reserve (SSR CG7b) or enters as a reinforcement, the number of available PF is immediately increased by 1½ per such squad. (To indicate an extra ½ PF, move the PF Remaining marker halfway into the next box of the PF Usage Track; a "½ PF" does not itself entitle the German to a PF attempt.)

CG14. GERMAN FANATICISM: For two CG scenario of each CG [EXC: once during CG II], the German may declare that all of his Personnel are Fanatic for the entire scenario (including vs Bombardment). This must be declared immediately upon the conclusion of all on-map setup.

CG15. OBA: Each side's available OBA is limited to a maximum of two (including U.S. 60mm) modules per Map Group per CG Date [EXC: this limit does not apply to U.S. RG "O3" (M12 GMC OBA); a Bombardment RG is not an OBA module]. For the purposes of this rule, "available" means having the module's radio/field-phone in play (or using its Offboard Observer) at any time during a CG scenario. A radio/field-phone counter and its associated OBA module) is immediately Eliminated when its OBA is exhausted, or in the RePh (8.602d) if its OBA was "used" as per SSR CG22 in the previous scenario. On an OBA RG's CG Date of purchase, its radio or field phone is placed with non-isolated Personnel in any friendly Setup/Entry Area [EXC: field phones may be used only by the U.S., and only if they set up on-map with non-Isolated Infantry; see also U.S. RG Chart footnote "o"]. Each field phone's Security Area (C1.23) must comprise Enterable (by Infantry) Locations that are not within an enemy Setup Area, and must be drawn to a map-edge that contains ≥ five edge-hexes of a U.S. Eligible Entry Area A new Security Area may be recorded for each CG scenario. If no legal Security Area can be traced during setup, that field phone is Eliminated but the player may immediately add a new radio or field phone (for the Eliminated phone's OBA module) to some other non-Isolated friendly Setup (or, for the radio, Eligible Entry) Area. See also SSR CG22 and 8.6206.

CG16. SNIPERS: Each side may use two Sniper counters per CG scenario per Map Group [EXC: only one on the "Ch" Map Group]. If > one Sniper per side is in play, each must still be set up initially as per the first two sentences of A14.2, but with ≥ 15 hexes between them (or as far apart as possible if they cannot set up ≥ 15 hexes apart); when a Sniper attack can occur, make a dr to randomly determine which one actually attacks (assign numbers so that each has an equal chance). The SAN is never altered by the presence of > one friendly Sniper in play simultaneously. Any result (e.g., Pin) affecting a Sniper counter affects all friendly Snipers on that Map Group simultaneously. See also 8.6122.

CG17. U.S. AMMO SHORTAGE REMOVAL: When a Good Order U.S. Infantry unit suffering from Ammunition Shortage due to Isolation (8.6241) begins a friendly Player Turn in the same Location as an armed, Good Order U.S. Infantry MMC that is not itself suffering from Ammunition Shortage and whose US# is ≥ that of the other MMC, its Ammunition Shortage ceases to exist at the end of that Player Turn provided both units become TI and remain in Good Order throughout that Player Turn. A U.S. MG [EXC: .50-cal HMG] SW's Ammunition Shortage is removed whenever it is possessed by an armed, Good Order U.S. MMC that is not suffering from Ammunition Shortage. All other U.S. Weapons suffering from Ammunition Shortage lose that status only by ending a CG scenario non-Isolated.

CG18. SELF RALLY: Each side is allowed a number of non-Disrupted MMC Self Rally attempts (per Map Group) equal to the number of Map Sections of that Map Group, provided (as per A18.11) each such attempt is carried out before other friendly MMC Rally attempts.

EX: Two Self Rallies may be made on the "St" Map Group per friendly Player Turn.

CG19. TERRAIN CHANGES: Each alteration of printed terrain that occurs during a CG is permanent, barring subsequent Clearance/removal (as applicable). All Fortification, Rubble, Breach, Trailbreak, Shellhole and (Burnt-Out; SSR KGP10) Wreck counters are left on-map from scenario to scenario (unless removed due to a Blaze or falling rubble, etc.; for Wrecks, see also the 8.2 definition of "Eliminated"). Each terrain Blaze is resolved in RePh step 8.609-.6095. No Wreck is removed from play due to being in a terrain Blaze; it remains on-map (still treated as a LOS Hindrance), and in RePh step 8.6091-.6093 it becomes/remains a Burnt-Out Wreck [EXC: 8.6095]. Whenever a vehicle is Out of Gas, Immobilized, Abandoned, and all of its present Inherent Weapons are disabled (or it has no Inherent Weapons), it is immediately replaced by a Burnt-Out Wreck (if this occurs during play, the opponent is awarded the appropriate number of Casualty VP). However, a vehicle that has no Wreck depiction (D1.9) can never be turned into a (Burnt-Out) Wreck; it is instead simply removed from play. Whenever a non-Burnt-Out Wreck is Out of Gas and Scrounged (if it had any Scroungeable Weapon), it is immediately replaced by a Burnt-Out Wreck.

CG20. VIADUCT ENTRY AREA: No vehicle may ever use (i.e., enter/exit via, Escape to, or Shift to/from) the ChHH0 "Viaduct" Entry Area.13

CG21. MAP EXIT: Each Personnel/Equipment piece that exits the map via an Eligible Entry Area during play cannot re-enter during that scenario, but is Retained (unless Shifted; 8.613) in that Entry Area's Holding Box [EXC: all German Personnel/Equipment so exited off the "Lg" Map Group during CG III are immediately Eliminated]. However, each such broken Personnel unit must take a NTC (a Good Order leader's DRM can apply) immediately upon exiting; failing this NTC causes its Casualty Reduction (if it is Eliminated, so is its possessed Equipment). Everything exited at any other Location during play is Eliminated. In both cases, such Elimination counts for Casualty VP purposes. Retained exited units/Equipment are placed in the shaded portion of that Entry Area's Holding Box.

CG22. RETAINED RG: Regardless of whether it was used during a CG scenario, each purchased/OB-given RG (or part thereof, including each Pre-Registered-hex/radio/field-phone assigned to an OBA RG, even if that radio/field-phone counter was Eliminated during play), is Retained until Eliminated/Recalled in a CG scenario or its subsequent RePh. For purposes of this rule, an OBA RG is considered to have been used (and thus will be Eliminated in the next RePh; SSR CG15) if ≥ one FFE:1 counter from that module was placed during the previous scenario. (If Retained, the OBA's Draw Pile [C1.211] is restored to the number of red and black chits it had at the start of the previous scenario, and its radio or field phone is restored if it was Eliminated. During the RePh, each radio/field-phone may be freely relocated within its present Setup Area, or Shifted [8.613], and each non-Eliminated Pre-Registered hex may have its hex coordinate changed to that of a legal new hex.) A FB RG is considered to have been used if ≥ one of its FB made a Sighting TC DR; once so used (or if the FB RG was Recalled as per SSR KGP3), the entire FB RG is Eliminated at the end of the scenario. Each un-entered RG (or part thereof) is Retained in the Holding Box of its Entry Area [EXC: if Shifted; 8.613]. U.S. 60mm OBA is considered an OBA RG for the purposes of SSR CG15 and SSR CG22 (only).

CG23. GAME END: A Turn Record Chart is printed on one map of each Map Group. Each CG scenario has a variable Game Turn length. At the end of each Player Turn of Turn 6, and at the end of each Player Turn thereafter, the ATTACKER makes a Game End dr; if it is < the circled number in the current turn's box on the CG Turn Record Chart, the scenario ends immediately. There is a +1 drm to each CG Night scenario Game End dr.

EX: At the end of either Player Turn of Game Turn 7 in a daytime scenario, play ends immediately on a Game-End Original dr of ≤ 3.

8.5 INITIAL SCENARIO: The special information needed to play each CG's Initial Scenario is provided in 8.51, 8.52 and 8.53 respectively. For each Initial Scenario, players begin with RePh step 8.618 (German Ammunition Shortage) and complete RePh steps 8.618-.621 (these steps are preceded by a † in the RePh Sequence; 8.6). In addition, for each Initial Scenario: